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class="fa-fw fas fa-folder-open"></i><span> 分类</span></a></div><div class="menus_item"><a class="site-page" href="/shuoshuo/"><i class="fa-fw fa-regular fa-comment"></i><span> 说说</span></a></div><div class="menus_item"><a class="site-page" href="/link/"><i class="fa-fw fas fa-link"></i><span> 友链</span></a></div><div class="menus_item"><a class="site-page" href="/about/"><i class="fa-fw fas fa-heart"></i><span> 关于</span></a></div></div></div><div id="random-post-button"><a class="site-page social-icon" id="random-post-link" href="javascript:void(0);" onclick="randomPost()"><i class="fas fa-solid fa-shuffle"></i></a></div><div id="search-button"><a class="site-page social-icon search-typesense-trigger"><i class="fas fa-search fa-fw"></i></a></div><div id="toggle-menu"><span class="site-page"><i class="fas fa-bars fa-fw"></i></span></div></div></nav><div id="post-info"><h1 class="post-title">OpenGL- Cohen-Sutherland 编码裁剪算法</h1><div id="post-meta"><div class="meta-firstline"><span class="post-meta-date"><i class="far fa-calendar-alt fa-fw post-meta-icon"></i><span class="post-meta-label">发表于</span><time class="post-meta-date-created" datetime="2026-04-15T11:34:23.000Z" title="发表于 2026-04-15 19:34:23">2026-04-15</time><span class="post-meta-separator">|</span><i class="fas fa-history fa-fw post-meta-icon"></i><span class="post-meta-label">更新于</span><time class="post-meta-date-updated" datetime="2026-04-19T06:20:53.129Z" title="更新于 2026-04-19 14:20:53">2026-04-19</time></span><span class="post-meta-categories"><span class="post-meta-separator">|</span><i class="fas fa-inbox fa-fw post-meta-icon"></i><a class="post-meta-categories" href="/categories/technology/">技术</a><i class="fas fa-angle-right post-meta-separator"></i><i class="fas fa-inbox fa-fw post-meta-icon"></i><a class="post-meta-categories" href="/categories/technology/learning/">学习</a></span></div><div class="meta-secondline"><span class="post-meta-separator">|</span><span class="post-meta-wordcount"><i class="far fa-file-word fa-fw post-meta-icon"></i><span class="post-meta-label">总字数:</span><span class="word-count">1.1k</span><span class="post-meta-separator">|</span><i class="far fa-clock fa-fw post-meta-icon"></i><span class="post-meta-label">阅读时长:</span><span>4分钟</span></span><span class="post-meta-separator">|</span><span id="" data-flag-title=""><i class="far fa-eye fa-fw post-meta-icon"></i><span class="post-meta-label">浏览量:</span><span id="twikoo_visitors"><i class="fa-solid fa-spinner fa-spin"></i></span></span><span class="post-meta-separator">|</span><span class="post-meta-commentcount"><i class="far fa-comments fa-fw post-meta-icon"></i><span class="post-meta-label">评论数:</span><a href="/posts/9b2ef00a/#post-comment"><span id="twikoo-count"><i class="fa-solid fa-spinner fa-spin"></i></span></a></span></div></div></div></header><main class="layout" id="content-inner"><div id="post"><article class="container post-content" id="article-container"><div class="ai-summary"><div class="ai-explanation" style="display: block;" data-summary="这篇文章介绍了Cohen-Sutherland编码裁剪算法,这是一种在计算机图形学中常用的图像裁剪方法。裁剪的目的是从一个大场景中提取所需信息,例如在浏览地图时放大显示特定区域。Cohen-Sutherland算法通过空间划分和编码方案来判断线段与矩形窗口的位置关系,从而决定线段的哪部分在窗口内、哪部分在窗口外。算法的核心在于计算线段端点的区域编码,并根据编码值来确定线段的裁剪结果。文章还提供了具体的代码实现,包括初始化设置、窗口大小调整和主函数等,展示了如何在实际应用中使用该算法进行图像裁剪。">AI正在绞尽脑汁想思路ING···</div><div class="ai-title"> <div class="ai-title-left"> <i class="fa-brands fa-slack"></i><div class="ai-title-text">BiのAI摘要</div></div><div class="ai-tag" id="ai-tag">HunYuan-Lite</div></div></div><div id="post-outdate-notice" data="{&quot;limitDay&quot;:365,&quot;messagePrev&quot;:&quot;It has been&quot;,&quot;messageNext&quot;:&quot;days since the last update, the content of the article may be outdated.&quot;,&quot;postUpdate&quot;:&quot;2026-04-19 14:20:53&quot;}" hidden=""></div><p>裁剪是从数据集合提取信息的过程,它是计算机图形学许多重要问题的基础。裁剪典型的用途就是从一个大的场景中提取所需的信息,以显示某一局部场景或视图。比如浏览地图时,对感兴趣的区域放大显示,此时窗口内显示的内容会相应减少。确定图形的哪些部分在窗口内,哪些部分在窗口外(不可见区域),只显示窗口内的那部分图形,这个选择处理过程就是裁剪。</p>
<p>Cohen-Sutherland编码裁剪算法<br>算法思想<br>1)若线段完全在窗口之内则显示该线段称为“取”,<br>2)若线段明显在窗口之外则丢弃该线段称为“弃”<br>3)若线段既不满足“取”的条件也不满足“弃”的条件则把线段分割为两段,对于完全在窗口之外的部分可弃之。</p>
<p>具体实现<br>为快速判断一条直线段与矩形窗口的位置关系采用如图所示的空间划分和编码方案(四位二进制编码上下右左)<br><img src="https://pic.biss.click/image/e789d12a-762e-48e5-9afd-a8dd0f54a536.png" alt="示意图"></p>
<p>接下来是具体代码</p>
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class="line">152</span><br><span class="line">153</span><br><span class="line">154</span><br><span class="line">155</span><br><span class="line">156</span><br><span class="line">157</span><br><span class="line">158</span><br><span class="line">159</span><br><span class="line">160</span><br><span class="line">161</span><br><span class="line">162</span><br><span class="line">163</span><br><span class="line">164</span><br><span class="line">165</span><br><span class="line">166</span><br><span class="line">167</span><br><span class="line">168</span><br><span class="line">169</span><br><span class="line">170</span><br><span class="line">171</span><br><span class="line">172</span><br><span class="line">173</span><br><span class="line">174</span><br><span class="line">175</span><br></pre></td><td class="code"><pre><span class="line"><span class="meta">#<span class="keyword">include</span> <span class="string">&lt;GL/glut.h&gt;</span></span></span><br><span class="line"><span class="meta">#<span class="keyword">include</span> <span class="string">&lt;iostream&gt;</span></span></span><br><span class="line"></span><br><span class="line"><span class="comment">// --- 定义区域编码 ---</span></span><br><span class="line"><span class="meta">#<span class="keyword">define</span> INSIDE 0 <span class="comment">// 0000</span></span></span><br><span class="line"><span class="meta">#<span class="keyword">define</span> LEFT 1 <span class="comment">// 0001</span></span></span><br><span class="line"><span class="meta">#<span class="keyword">define</span> RIGHT 2 <span class="comment">// 0010</span></span></span><br><span class="line"><span class="meta">#<span class="keyword">define</span> BOTTOM 4 <span class="comment">// 0100</span></span></span><br><span class="line"><span class="meta">#<span class="keyword">define</span> TOP 8 <span class="comment">// 1000</span></span></span><br><span class="line"></span><br><span class="line"><span class="comment">// --- 定义裁剪窗口结构 ---</span></span><br><span class="line"><span class="keyword">struct</span> <span class="title class_">ClipWindow</span> {</span><br><span class="line"> <span class="type">float</span> xmin, xmax, ymin, ymax;</span><br><span class="line">};</span><br><span class="line"></span><br><span class="line"><span class="comment">// --- 全局变量设置 ---</span></span><br><span class="line">ClipWindow rect;</span><br><span class="line"><span class="type">int</span> x_0, y_0, x_1, y_1; <span class="comment">// 线段端点</span></span><br><span class="line"></span><br><span class="line"><span class="comment">/**</span></span><br><span class="line"><span class="comment"> * 计算点 (x, y) 的区域编码</span></span><br><span class="line"><span class="comment"> */</span></span><br><span class="line"><span class="function"><span class="type">int</span> <span class="title">computeCode</span><span class="params">(<span class="type">float</span> x, <span class="type">float</span> y, ClipWindow rect)</span> </span>{</span><br><span class="line"> <span class="type">int</span> code = INSIDE;</span><br><span class="line"> <span class="keyword">if</span> (x &lt; rect.xmin) code |= LEFT;</span><br><span class="line"> <span class="keyword">else</span> <span class="keyword">if</span> (x &gt; rect.xmax) code |= RIGHT;</span><br><span class="line"> <span class="keyword">if</span> (y &lt; rect.ymin) code |= BOTTOM;</span><br><span class="line"> <span class="keyword">else</span> <span class="keyword">if</span> (y &gt; rect.ymax) code |= TOP;</span><br><span class="line"> <span class="keyword">return</span> code;</span><br><span class="line">}</span><br><span class="line"></span><br><span class="line"><span class="comment">/**</span></span><br><span class="line"><span class="comment"> * Cohen-Sutherland 算法核心</span></span><br><span class="line"><span class="comment"> * 注意:这里传入坐标的引用,直接修改坐标值以得到裁剪后的结果</span></span><br><span class="line"><span class="comment"> */</span></span><br><span class="line"><span class="function"><span class="type">void</span> <span class="title">cohenSutherlandClip</span><span class="params">(<span class="type">float</span>&amp; x_0, <span class="type">float</span>&amp; y_0, <span class="type">float</span>&amp; x_1, <span class="type">float</span>&amp; y_1, ClipWindow rect)</span> </span>{</span><br><span class="line"> <span class="type">int</span> code1 = <span class="built_in">computeCode</span>(x_0, y_0, rect);</span><br><span class="line"> <span class="type">int</span> code2 = <span class="built_in">computeCode</span>(x_1, y_1, rect);</span><br><span class="line"> <span class="type">bool</span> accept = <span class="literal">false</span>;</span><br><span class="line"></span><br><span class="line"> <span class="keyword">while</span> (<span class="literal">true</span>) {</span><br><span class="line"> <span class="comment">// 如果两端点都在窗口内 (0000 | 0000 == 0)</span></span><br><span class="line"> <span class="keyword">if</span> (!(code1 | code2)) {</span><br><span class="line"> accept = <span class="literal">true</span>;</span><br><span class="line"> <span class="keyword">break</span>;</span><br><span class="line"> }</span><br><span class="line"> <span class="comment">// 如果两端点都在窗口的同一侧外部 (例如都在左边:0001 &amp; 0001 != 0) 按位与运算</span></span><br><span class="line"> <span class="keyword">else</span> <span class="keyword">if</span> (code1 &amp; code2) {</span><br><span class="line"> <span class="keyword">break</span>; <span class="comment">// 直接舍弃</span></span><br><span class="line"> }</span><br><span class="line"> <span class="comment">// 3. 线段部分在窗口内,需要求交点</span></span><br><span class="line"> <span class="keyword">else</span> {</span><br><span class="line"> <span class="type">int</span> code_out;</span><br><span class="line"> <span class="type">float</span> x, y;</span><br><span class="line"></span><br><span class="line"> <span class="comment">// 选择窗口外的一个端点</span></span><br><span class="line"> <span class="keyword">if</span> (code1 != <span class="number">0</span>)</span><br><span class="line"> code_out = code1;</span><br><span class="line"> <span class="keyword">else</span></span><br><span class="line"> code_out = code2;</span><br><span class="line"></span><br><span class="line"> <span class="comment">// 计算交点</span></span><br><span class="line"> <span class="keyword">if</span> (code_out &amp; TOP) {</span><br><span class="line"> x = x_0 + (x_1 - x_0) * (rect.ymax - y_0) / (y_1 - y_0);</span><br><span class="line"> y = rect.ymax;</span><br><span class="line"> }</span><br><span class="line"> <span class="keyword">else</span> <span class="keyword">if</span> (code_out &amp; BOTTOM) {</span><br><span class="line"> x = x_0 + (x_1 - x_0) * (rect.ymin - y_0) / (y_1 - y_0);</span><br><span class="line"> y = rect.ymin;</span><br><span class="line"> }</span><br><span class="line"> <span class="keyword">else</span> <span class="keyword">if</span> (code_out &amp; RIGHT) {</span><br><span class="line"> y = y_0 + (y_1 - y_0) * (rect.xmax - x_0) / (x_1 - x_0);</span><br><span class="line"> x = rect.xmax;</span><br><span class="line"> }</span><br><span class="line"> <span class="keyword">else</span> <span class="keyword">if</span> (code_out &amp; LEFT) {</span><br><span class="line"> y = y_0 + (y_1 - y_0) * (rect.xmin - x_0) / (x_1 - x_0);</span><br><span class="line"> x = rect.xmin;</span><br><span class="line"> }</span><br><span class="line"></span><br><span class="line"> <span class="comment">// 用交点替换原来的外部端点</span></span><br><span class="line"> <span class="keyword">if</span> (code_out == code1) {</span><br><span class="line"> x_0 = x; y_0 = y;</span><br><span class="line"> code1 = <span class="built_in">computeCode</span>(x_0, y_0, rect);</span><br><span class="line"> }</span><br><span class="line"> <span class="keyword">else</span> {</span><br><span class="line"> x_1 = x; y_1 = y;</span><br><span class="line"> code2 = <span class="built_in">computeCode</span>(x_1, y_1, rect);</span><br><span class="line"> }</span><br><span class="line"> }</span><br><span class="line"> }</span><br><span class="line"></span><br><span class="line"> <span class="comment">// 如果接受,则绘制裁剪后的线段(蓝色)</span></span><br><span class="line"> <span class="keyword">if</span> (accept) {</span><br><span class="line"> <span class="built_in">glBegin</span>(GL_LINES);</span><br><span class="line"> <span class="built_in">glColor3f</span>(<span class="number">0.0f</span>, <span class="number">0.0f</span>, <span class="number">1.0f</span>); <span class="comment">// 蓝色</span></span><br><span class="line"> <span class="built_in">glVertex2f</span>(x_0, y_0);</span><br><span class="line"> <span class="built_in">glVertex2f</span>(x_1, y_1);</span><br><span class="line"> <span class="built_in">glEnd</span>();</span><br><span class="line"> }</span><br><span class="line">}</span><br><span class="line"></span><br><span class="line"><span class="comment">// --- 显示回调函数 ---</span></span><br><span class="line"><span class="function"><span class="type">void</span> <span class="title">myDisplay</span><span class="params">()</span> </span>{</span><br><span class="line"> <span class="built_in">glClear</span>(GL_COLOR_BUFFER_BIT);</span><br><span class="line"></span><br><span class="line"> <span class="comment">// 1. 绘制裁剪窗口 (红色线框)</span></span><br><span class="line"> <span class="built_in">glColor3f</span>(<span class="number">1.0f</span>, <span class="number">0.0f</span>, <span class="number">0.0f</span>); <span class="comment">// 红色</span></span><br><span class="line"> <span class="built_in">glBegin</span>(GL_LINE_LOOP);</span><br><span class="line"> <span class="built_in">glVertex2f</span>(rect.xmin, rect.ymin);</span><br><span class="line"> <span class="built_in">glVertex2f</span>(rect.xmax, rect.ymin);</span><br><span class="line"> <span class="built_in">glVertex2f</span>(rect.xmax, rect.ymax);</span><br><span class="line"> <span class="built_in">glVertex2f</span>(rect.xmin, rect.ymax);</span><br><span class="line"> <span class="built_in">glEnd</span>();</span><br><span class="line"></span><br><span class="line"> <span class="comment">// 2. 绘制原始线段 (绿色)</span></span><br><span class="line"> <span class="comment">// 注意:为了演示效果,我们在调用裁剪函数前,先保存原始坐标,</span></span><br><span class="line"> <span class="comment">// 或者在这里直接用初始值绘制。这里我们使用初始值绘制。</span></span><br><span class="line"> <span class="type">int</span> orig_x_0 = <span class="number">50</span>, orig_y_0 = <span class="number">350</span>;</span><br><span class="line"> <span class="type">int</span> orig_x_1 = <span class="number">550</span>, orig_y_1 = <span class="number">50</span>;</span><br><span class="line"></span><br><span class="line"> <span class="built_in">glBegin</span>(GL_LINES);</span><br><span class="line"> <span class="built_in">glColor3f</span>(<span class="number">0.0f</span>, <span class="number">1.0f</span>, <span class="number">0.0f</span>); <span class="comment">// 绿色</span></span><br><span class="line"> <span class="built_in">glVertex2f</span>(orig_x_0, orig_y_0);</span><br><span class="line"> <span class="built_in">glVertex2f</span>(orig_x_1, orig_y_1);</span><br><span class="line"> <span class="built_in">glEnd</span>();</span><br><span class="line"></span><br><span class="line"> <span class="comment">// 3. 执行裁剪并绘制结果 (蓝色)</span></span><br><span class="line"> <span class="comment">// 使用 float 变量传入,因为算法内部会修改它们</span></span><br><span class="line"> <span class="type">float</span> cx_0 = orig_x_0, cy_0 = orig_y_0;</span><br><span class="line"> <span class="type">float</span> cx_1 = orig_x_1, cy_1 = orig_y_1;</span><br><span class="line"> </span><br><span class="line"> <span class="comment">// 加粗蓝色线条以便区分</span></span><br><span class="line"> <span class="built_in">glLineWidth</span>(<span class="number">3.0</span>); </span><br><span class="line"> <span class="built_in">cohenSutherlandClip</span>(cx_0, cy_0, cx_1, cy_1, rect);</span><br><span class="line"> <span class="built_in">glLineWidth</span>(<span class="number">1.0</span>); <span class="comment">// 恢复线宽</span></span><br><span class="line"></span><br><span class="line"> <span class="built_in">glFlush</span>();</span><br><span class="line">}</span><br><span class="line"></span><br><span class="line"><span class="comment">// --- 初始化设置 ---</span></span><br><span class="line"><span class="function"><span class="type">void</span> <span class="title">Init</span><span class="params">()</span> </span>{</span><br><span class="line"> <span class="built_in">glShadeModel</span>(GL_FLAT);</span><br><span class="line"></span><br><span class="line"> rect.xmin = <span class="number">100</span>;</span><br><span class="line"> rect.xmax = <span class="number">400</span>;</span><br><span class="line"> rect.ymin = <span class="number">100</span>;</span><br><span class="line"> rect.ymax = <span class="number">300</span>;</span><br><span class="line">}</span><br><span class="line"></span><br><span class="line"><span class="comment">// --- 窗口大小调整 ---</span></span><br><span class="line"><span class="function"><span class="type">void</span> <span class="title">myReshape</span><span class="params">(<span class="type">int</span> w, <span class="type">int</span> h)</span> </span>{</span><br><span class="line"> <span class="built_in">glViewport</span>(<span class="number">0</span>, <span class="number">0</span>, (GLsizei)w, (GLsizei)h);</span><br><span class="line"> <span class="built_in">glMatrixMode</span>(GL_PROJECTION);</span><br><span class="line"> <span class="built_in">glLoadIdentity</span>();</span><br><span class="line"> <span class="comment">// 设置二维投影范围,与坐标数值对应</span></span><br><span class="line"> <span class="built_in">gluOrtho2D</span>(<span class="number">0.0</span>, (GLdouble)w, <span class="number">0.0</span>, (GLdouble)h);</span><br><span class="line"> <span class="built_in">glMatrixMode</span>(GL_MODELVIEW);</span><br><span class="line">}</span><br><span class="line"></span><br><span class="line"><span class="comment">// --- 主函数 ---</span></span><br><span class="line"><span class="function"><span class="type">int</span> <span class="title">main</span><span class="params">(<span class="type">int</span> argc, <span class="type">char</span>* argv[])</span> </span>{</span><br><span class="line"> <span class="built_in">glutInit</span>(&amp;argc, argv);</span><br><span class="line"> <span class="built_in">glutInitDisplayMode</span>(GLUT_RGB | GLUT_SINGLE);</span><br><span class="line"> <span class="built_in">glutInitWindowPosition</span>(<span class="number">100</span>, <span class="number">100</span>);</span><br><span class="line"> <span class="built_in">glutInitWindowSize</span>(<span class="number">600</span>, <span class="number">400</span>);</span><br><span class="line"> <span class="built_in">glutCreateWindow</span>(<span class="string">"实验2_03毕爽爽 Cohen-Sutherland 算法"</span>);</span><br><span class="line"></span><br><span class="line"> <span class="built_in">Init</span>();</span><br><span class="line"></span><br><span class="line"> <span class="built_in">glutDisplayFunc</span>(myDisplay);</span><br><span class="line"> <span class="built_in">glutReshapeFunc</span>(myReshape);</span><br><span class="line"></span><br><span class="line"> <span class="built_in">glutMainLoop</span>();</span><br><span class="line"> <span class="keyword">return</span> <span class="number">0</span>;</span><br><span class="line">}</span><br></pre></td></tr></tbody></table></figure></article><div class="post-copyright"><div class="post-copyright__author"><span class="post-copyright-meta"><i class="fas fa-circle-user fa-fw"></i>文章作者: </span><span class="post-copyright-info"><a href="https://blog.biss.click">biss</a></span></div><div class="post-copyright__type"><span class="post-copyright-meta"><i class="fas fa-square-arrow-up-right fa-fw"></i>文章链接: </span><span class="post-copyright-info"><a 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